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Riverdusk

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Everything posted by Riverdusk

  1. Probably late to the party, but had to mention /cold since surprisingly no one else did. Easy to defensively soft cap bots with cold similar to force field. In addition you get all the other goodies cold has. Heat Loss also solves the endurance issue bots now seem to have.
  2. Well, a few quick things: I notice you have superior invisibility, group invisibility, and stealth. Having all three is not really doing much good. I'd suggest drop stealth for combat jumping instead. It gives you the same defense bonus, gives you immobilize protection, and is a lot more endurance friendly. It also still allows you to slot the LoTG so the slotting is the same. You even have a celerity stealth IO in sprint too, so in a way you have 4 stealths! The celerity also probably isn't needed (if I remember right superior invis alone takes you to the controller stealth cap). Other thing (but I know some disagree with me) is I'd drop flash (or EM pulse) for choking cloud. I find flash terrible and choking cloud pretty amazing. Both powers require you to run into the middle of a group. Both end up often taking about the same time to accomplish their goal (choking cloud tics every 2 seconds, flash takes 3 seconds to animate). Choking cloud though is always on, instead of something that you can only use once every minute at best. You can then unleash fireballs and have full containment damage almost constantly and without the wasted animation time. Once again you can use the same slotting, so it would be an easy swap. If nothing else I'd suggest giving choking cloud a try and seeing for yourself if it works for you and your playstyle. Personally I didn't take flash OR em pulse, choking cloud is all I need for AoE holds and imo it outperforms both of them. Even if you never want to get close to mobs, I'd still find it useful as an automatic "melee defensive toggle" in a way for when things run/fly at you or in tight maps when hover can't always keep you safe. Also noticed it looks like you only 1 slotted hasten with recharge. Typical is to 2 slot it with two +5 recharges. I'd be impressed if you manage to get perma hasten and perma PA with only 1 slotted hasten. Even if you did, it'd probably be more slot efficient to 2 slot hasten and not need to chase recharge bonuses as much. Also hint: Instead of using export just drag the actual save file of the build here to insert it. People can then download and open it themselves. It is a bit hard to read the way you have it.
  3. And few more pages down found a grav/dark for you:
  4. There's an illusion/dark build not too much further down. And here's a plant/dark:
  5. Earth probably isn't as popular as it is lighter in damage. Illusion and plant are both at the upper end for controller damage (ST for illusion, AoE for plant). Earth is going to be better at actual aoe lockdown potential though. As said, illusion doesn't really have hard aoe control (except flash which stinks I usually personally skip. So you'd need to get it more from your secondary and /dark doesn't really have much in the way of hard aoe control either. So, don't think that one would be what you seem to want. My illusion/rad locks down big groups pretty quick, but that's thanks to choking cloud more than anything in my primary and you have to be willing to run into the thick of things. Plant might work for you, although it is more about the aoe confuse. Personally I consider that just as good, if not better, than locking things down with a stun or hold. I tend to consider plant pretty much the easiest controller to play as well, so might be good if you are new to the AT.
  6. Not impossible, but it is one of the more common reasons why a respec will fail. I'd say definitely not recommended. Level up first to save the possible headache.
  7. I so read that in the voice of Sir Humphrey Appleby
  8. +105 is the goal for me. Then with the SG base buff (which is very cheap to keep going unlike P2W), you have +125 which is good for perma dom for 90 minutes at a time even if you forget or are unable to hit hasten. This prevents the issue of losing it every time I need to go AFK or something (which is the most annoying part of the binary nature of dom for me, how it punishes those that might have IRL issues that occasionally interrupt gameplay). Needing to rebuild it once every 90 mins isn't too big a deal. But yeah, you tend to have to give up defensive or proc opportunities to get there.
  9. Liking this change a lot. Helps alleviate some of my concern with the old system of teaching the lesson that a diverse team was somehow the "ideal", when in this game a non diverse team can often be just as strong or even stronger. Not to mention the fun of things like all MM teams. Also wouldn't mind at all the idea of a one time aether reward for it. That part of it was never a big deal for me either way, not like it is hard to earn inf in this game. More of a help for newer players just starting out.
  10. SG base buff: +20% for 90 mins at a time. P2W vendor +15%, Destiny Ageless As to caps, a good page to look at: https://homecoming.wiki/wiki/Limits
  11. Just started up one of these and finding it very enjoyable. Although I love fluffy, he doesn't take much to house train. Thanks for the ideas.
  12. Speaking of spines, another improvement in this page (to me anyway) is the alternate animation they added for ripper. I will no longer have to do a backflip to use it. 😃
  13. Give the turret water burst and water jet instead and rename it water cannon or something. Now the set can have its own wet inducing power built in.
  14. That explains everything then. If you use it with fire or ice ammo it is a hold that also does solid damage, a decent amount more damage than either pistols or dual wield powers. The hold is just a nice side effect really. It also lowers its recharge to 8 seconds. You then have an actual solid single target attack chain by level 8 as well as more safety. No wonder you thought it was terrible at low levels. Like I said, the description on the power is misleading and I think the important bits about damage are cut off unless you activate the detailed info button, so figured that's what the issue might be. Here's the rest of what gets cut off on the description of the power: ● Significantly higher damage and boss-stopping hold if 'Cryo Ammo' is loaded. ● Significantly higher damage and minor hold if 'Incendiary Ammo' is loaded. ● Somewhat increased damage and long duration hold if 'Chemical Ammo' is loaded.
  15. Two Issues: 1) The continuing sound SFX of the power on the "Color tintable" and "No Fade" do not go away. On the "Original" option the sound effects fade away after about 5 seconds. Also something I noticed on the blaster devices version of cloaking device (field operative) quite a while ago which was probably also never fixed? 2) The no fade option (at least to me) still looks graphically exactly the same as the "original" option.
  16. Honestly even a brand new character can do alright with doing nothing but selling their salvage and recipe drops on the auction house. Not really more convoluted than that. Biggest issue I usually see for new characters/players is them not realizing how much orange salvage is worth or thinking for some reason they should horde it, or I guess them not knowing the auction house exists at all. Those would be the bigger barriers. I'd say things are a lot easier than they were 15 years ago. There are just a lot more ways to earn inf than there were back then.
  17. Just to be sure, you have tried using Suppressive Fire with either fire or ice ammo? (doable by level 8). Do so and it is a pretty fast recharging and hard hitting attack. If you are skipping it or trying to use it with standard ammo (or even toxic ammo) I could understand your perceptions. The damage info shown for the power can be misleading and its a weird power the way it works.
  18. Definitely this. Would love to see "Defensive Follow" added as a default power tray button for new MM's. Use the gold shield with blue outline looking button that right now defaults to "defensive". At the very least, drop that defensive button down into the tray.
  19. Good point, but I have also seen wet condition used in other games (divinity original sin 1&2 immediately comes to mind and I know there are others). I consider it pretty standard myself. Also, considering the other controversial power name introduced in this issue, I didn't even think twice about this one.
  20. Posting subjective experiences is fine, but if you really want to make an argument for buffs to something you're going to need to post real data. I'm no DPS or DPA expert myself, but as others have said, and my own experience/knowledge and just roughly looking at the numbers of the set (DPA is generally agreed to be the most important), it is a solid middle of the road set. Funny that you mention archery and beam as I feel DP does better than either of those personally. Beam does excel vs. AV's in particular though with its -regen debuff, but it is pretty slow against "normal" mobs. Also as others have mentioned DP is a great "proc" powerset as in it can take a lot of IO enhancements with extra damage chances, more than most other sets. That can definitely help out its damage.
  21. Thanks for doing some hunting. I'd vote for at least one power in ice assault to trigger wet or doms really have no way to trigger it with any combo? Maybe frost breath as the most obvious.
  22. I kind of like the idea of the 'wet' mechanic adding a bit of flavor. However, sending this out without defining or listing what "wet" means and then telling us "figure it out" reminds me a little too much of the early days of the game where they didn't want to give us damage numbers or any power details to "preserve the mystery". It does not inspire good feelings or fond memories. It also just makes it hard to even discuss it for those of us that don't have time to go testing every single power combo. Like if true as someone here mentioned that freezing rain counts, but sleet doesn't? Why? They are basically synonyms in name and in power effects. Also, water assault for doms when? 😄
  23. The "Show Pet Window Option" setting has been removed and is always enabled. Thank you so much for that one. The number of times I answered "how do I get a pet window?" in help channel and having to explain it as a two step process to anyone that wasn't a mastermind. Having an option in order to have an option to open a window (and it defaulting to off) was the most ridiculous thing. Especially considering eventually everyone gets pets (with incarnate powers).
  24. IMO, this teaches exactly the wrong lesson on CoH team building. For me one of the biggest strengths of CoH over a "typical" MMO is that any team can work well. Heck, a team of all "support" are often the strongest teams you can build. I remember the crazy things the all radiation emission teams did back in the old days for example. I don't think implementing this will be the apocalypse or anything, but I find the whole concept of it and why it is even necessary....puzzling, at best. As others have suggested, if this is done, I'd also like to at least see some other team compositions added to the list (such as a team of at least 5 that are all the SAME AT or even "role"). Just to show specifically how well that can also work and to help show off how flexible team composition is in this game. As it stands now, like I said, I think it teaches exactly the wrong lesson and it is basically saying you need some sort of "holy" or special team composition in order to be the best, which is just plain inaccurate when it comes to teaming in CoH. Oh, and it could just be renamed as "Team Composition Bonus" in that case.
  25. Very good to hear. I liked all the changes that were made except the one to Sleep Grenade.
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